Subnautica

Subnautica

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Odd fella Feb 4, 2019 @ 7:29am
How to charge Cyclops?
I built nuclear reactor base and placed power transmitter ontop. Parked cyclops above but it’s not charging. How do you charge a cyclops?
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Showing 1-9 of 9 comments
Suzaku Feb 4, 2019 @ 7:32am 
The Cyclops is powered by 6 powercells in the engine room. Take them out and charge them in a powercell charger.

Alternatively, craft and equip the thermal energy module to allow the cyclops to restore energy while in hot areas.
Last edited by Suzaku; Feb 4, 2019 @ 7:32am
miklkit (Banned) Feb 4, 2019 @ 10:59am 
Also carry lots of spare powercells and swap them out as needed, then recharge them when you get back to base.
Ragnorok Feb 4, 2019 @ 11:57am 
Originally posted by Suzaku:
The Cyclops is powered by 6 powercells in the engine room. Take them out and charge them in a powercell charger.

Alternatively, craft and equip the thermal energy module to allow the cyclops to restore energy while in hot areas.
This and when you get them ion power is your bestest friend!
Xautos Feb 4, 2019 @ 12:02pm 
Originally posted by Suzaku:
The Cyclops is powered by 6 powercells in the engine room. Take them out and charge them in a powercell charger.

Alternatively, craft and equip the thermal energy module to allow the cyclops to restore energy while in hot areas.

Plenty of vents around to wallow around, some are sunken and blast a hot jet up with some rocks, others are simply mounds with smoke coming from them but produce a lot of heat. I can think of places with these; shallows, grand reefs, bulb zones and then you only need to be in ILZ and LZ with the cyclops to draw from the waters as they are very warm, so it's not like the cyclops can't use such modules outside ILZ and LZ.

It would also help if your seamoth had a solar power charger since it would be spending a lot of time near the surface anyway, the same with the prawn which also uses a thermal module. if you charge them before docking it won't drain so much and if you can coincide your resource and fabricator usage with the lifepod and bases with fabricators, it would also help conserve energy levels rather than if you use a fabricator on a cyclops.

Originally posted by miklkit:
Also carry lots of spare powercells and swap them out as needed, then recharge them when you get back to base.

Unless you are planning heavy usage from the cyclops, otherwise you can actually keep two spare p-cells handy with a p-cell charger at one of your bases. you could go for an extended journey and be able to come back and waste almost half your power and be able to replace the two dead p-cells for fresh ones and have about 90% of your power left.

so at most you only need to carry around 2-3 spares.
Last edited by Xautos; Feb 4, 2019 @ 1:57pm
Amanoob105 Feb 4, 2019 @ 12:22pm 
Power transmitters are for transmitting power from an external power generator (like soalr or most commonly thermal) that is not close enough to the base to send it there itself.

They can't be used to send the power from a base to anything. Including to another base.
DarthNemesis Feb 4, 2019 @ 12:33pm 
If you don't have the blueprint for the cyclops thermal reactor module yet, it can be found in databoxes in Grand Reef / Mountain / Mushroom Forest wrecks, and the fastest way to get the kyanite for it is probably from the disease research facility in the Lost River around 260 -860 690 where you can drop straight down into the Inactive Lava Zone and drill the large deposits nearby.

There's also the MoreCyclopsUpgrades mod, which adds solar and nuclear power modules (among other things).
Acolyte Feb 4, 2019 @ 12:57pm 
like the people above probably are saying, you cannot use power transmitters to power mobile vehicles like the cyclops. to charge them, you have to manually take the cells out of the back (6 cells in total) and chuck them into a cell charger that you have to have inside of your home, which will get powered by the generator that you have built.
Xautos Feb 4, 2019 @ 1:56pm 
Originally posted by DarthNemesis:
If you don't have the blueprint for the cyclops thermal reactor module yet, it can be found in databoxes in Grand Reef / Mountain / Mushroom Forest wrecks, and the fastest way to get the kyanite for it is probably from the disease research facility in the Lost River around 260 -860 690 where you can drop straight down into the Inactive Lava Zone and drill the large deposits nearby.

There's also the MoreCyclopsUpgrades mod, which adds solar and nuclear power modules (among other things).

You have to actually be in ILZ to get at kyanite, there is no where else except for ILZ and LZ where you can get at the stuff. they appear as a white/bluish crystal chunks, they are hard to miss.

A final note on kyanite is that you are not guaranteed to pick up kyanite from drilled nodes, it runs on RNG if you get some or not. after drilling through 4 nodes, one of which didn't give any kyanite and the others didn't offer huge amounts either but eventually it adds up. the good thing about kyanite is that at most you need about 20-36 crystals for what you want. So it would be best when you get down there to mine a lot in one go and store them on the cyclops.
Last edited by Xautos; Feb 4, 2019 @ 1:57pm
Teratus Feb 4, 2019 @ 3:37pm 
Here's a tip for you, when going on deep sea voyages in the Cyclops build a storage locker near the engine room and when you plan on leaving the Cyclops for a fair duration of time to mine resources or explore, take the power cells out of the Cyclops engine and store them in the locker.
This will prevent them from being drained should you leave something running or should the Cyclops be attacked by a certain type of enemy.
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Date Posted: Feb 4, 2019 @ 7:29am
Posts: 9